Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students
| dc.contributor.author | Calva Vicente, Karina Gabriela | |
| dc.date.accessioned | 2026-01-20T16:09:28Z | |
| dc.date.available | 2026-01-20T16:09:28Z | |
| dc.date.issued | 2025-01-08 | |
| dc.description.abstract | Students at Unidad Educativa Mater Dei have shown disinterest and poor academic performance due to an observation checklist applied to 30 of the first bachillerato students in class “A”, which shows that traditional teaching methods need improving experiences, immediate feedback, and effective practice, resulting in a low decrease in the motivation and performance of students. The use of gamified learning promotes the development of problem-solving skills, critical thinking, social awareness, cooperation, and collaboration. This research focuses on implementing and exploring the effectiveness of gamification to encourage the motivation of the students. Furthermore, a combination of both quantitative and qualitative methods was used to assess the effectiveness of gamified learning. Also, student motivation during the use of gamified tools must be evaluated through pre- and post-surveys. On the other hand, quantitative analysis could describe motivation based on descriptive statistics to recognize motivation levels, while qualitative analysis will explore students' experiences and interpretations. The main objective of this research is to apply gamified learning to enhance motivation, which contributes to boosting motivation by applying gamified learning. This research not only helps students but also teachers and the high school in general. Furthermore, to improve teaching methodologies and learning outcomes, this research gives clear evidence and practical recommendations to use in their classes since the use of gamified tools had a positive impact on student’s motivation and engagement. It also provides an understanding of effective language teaching designed to reach specific needs, boosting students’ engagement, collaboration, active learning, and self-confidence in language acquisition, as well as emphasizing the importance of innovative teaching methods in encouraging a motivational and productive learning environment. | |
| dc.description.sponsorship | Universidad Bolivariana del Ecuador | |
| dc.identifier.citation | Calva Vicente, K. G. (2025). Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students. Universidad Bolivariana del Ecuador. | |
| dc.identifier.other | 371.33 | |
| dc.identifier.uri | https://dspace.ube.edu.ec/handle/123456789/2838 | |
| dc.language.iso | es | |
| dc.publisher | Malagón, B. Universidad Bolivariana del Ecuador | |
| dc.relation.ispartofseries | PM-PI-A23-01P1-05; 1105049751 | |
| dc.rights | http://purl.org/coar/access_right/c_abf2 | |
| dc.subject | SOCIAL SCIENCES::Social sciences::Education | |
| dc.subject | INTERDISCIPLINARY RESEARCH AREAS::Caring sciences::Social welfare/social pedagogics | |
| dc.subject | HUMANITIES and RELIGION::Languages and linguistics::Other Germanic languages::English language | |
| dc.title | Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students | |
| dc.title.alternative | Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students | |
| dc.type | Thesis |
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